Welcome!

OpenCAGE is a community-created open-source modding toolkit for the game Alien: Isolation, intended to offer functionality that was originally available within CAGE (the Creative Assembly Game Editor).

While CAGE was never publicly released, years of reverse engineering efforts have resulted in a decent feature set for the community tools — it's possible to do a whole variety of things including asset import/export, level script modification/creation, core configuration edits, NPC and behaviour tweaks, weapon mods, and more!

New here? Grab the tools from Steam, then start with the Scripting Introduction — everything else is broken down into sections below. Don't forget to join the Discord to get tips and tricks from the community, and share any mods you're working on!

The OpenCAGE script editor: render filters and composite browser on the left, the 3D Viewport above the flowgraph in the centre, and the entity inspector on the right

Start here if you're new to Cathode scripting, multiple installs, the Viewport, launching the game, Options, or backups — plus building a level and porting content between levels.

Scripting Introduction
An intro to Cathode's scripting system and overview of OpenCAGE's script editor.
Multiple Game Installs
Register and switch between multiple Alien: Isolation installs in OpenCAGE, including non-Windows builds.
Viewport
A guide to OpenCAGE's 3D Viewport.
Launch Game
Starting levels, UI mods, patches, and tools from OpenCAGE's Launch Game dialog.
Options
What each Options menu setting does in the script editor.
Backup Manager
Snapshot and restore level files, plus reset global configs to stock.
Save and Build
Regenerate a level's lighting, navmesh, collision, cover and sound after changing its geometry.
Composite Porting
Move a composite and every asset it depends on into another level.

Dedicated editors for function entities that need more than the node graph — timelines, trigger sequences, bindings, and character accessory sets.

CAGEAnimation Editor
Edit CAGEAnimation timelines — float curves, string events, and animation entity bindings.
Character Editor
Edit Character accessory sets — body composites, skeletons, asset types, and NPC metadata.
TriggerSequence Editor
Edit TriggerSequence targets, delays, and start/finished method pins.

Tools for editing engine configurations, skybox stars, material remaps, character AI trees, and the game's on-screen text.

Configurations
A guide to modifying the various configurations within the engine.
Galaxy Editor
Define and regenerate skybox starfields for a level.
Material Mapping Editor
Create From→To material remaps for models and instances.
Behaviour Tree Editor
Edit global character AI trees in the external Behaviour Tree Editor.
Localisation Editor
Edit and add the game's on-screen text across all nine shipped languages.

Editors for level and game resources — meshes, UI.PAK, materials, textures, animation clips and trees, blend sets, and sound.

Model Editor
Browse, import, export, and edit level meshes.
UI Editor
Extract and replace files in the game's UI.PAK archive.
Material Editor
Edit level visual materials — samplers, features, and shader parameters.
Texture Editor
Browse, import, export, and replace level textures (DX10 DDS).
Animation Editor
Browse, preview, export and import animation clips — with retargeting for outside rigs.
Animation Tree Editor
Browse and edit animation trees — clip selection, blends, parameters, and graph wiring.
Blend Set Editor
Edit the parametric blends that mix several clips into one continuous motion.
Sound Events
Preview, export and replace the audio behind the game's Wwise sound events.

Deep-dive catalogues for scripting APIs, AI behaviour tree nodes, and animation tree nodes.

Cathode Entities
A complete look at all entities and interfaces within the Cathode scripting system.
Cathode Enums
A complete look at all enums available within the Cathode engine.
Behaviour Tree Nodes
A complete look at the nodes available within behaviour trees in the game.
Animation Tree Nodes
A complete look at animation tree node types, parameters, and graph pins.

Quick reference for map folder names and campaign mission IDs.

Level Names
Map names used in OpenCAGE and what each level contains.
Mission IDs
Campaign mission IDs, codenames, and cut missions.

OpenCAGE Changelog

For information about all the latest changes, click here to view the changelog.